1. Compressed JPEG images or low quality images are considered invalid and ignored, Save as .PNG!
2. Use a reliable image host that doesn't compress the image, doesn't change the format, doesn't re size it, and can be seen by everyone. (I recommend www.cubeupload.com)DO NOT USE IMGUR OR TINYIMG. If you use imageshack, make sure to disable picture resizing.
3. If an image is 3 second crap It can be voted to be ignored. So take time on it. (Rating Agree for keep it/Disagree for discard it.)
4. Big leaps in technology and Overpowering Weapons/Vehicles are not allowed, you can't start having two giant ships that can erase the universe by pressing a button.
5. You are always allowed to make a planet, Unless absolutely necessary, nothing above 128x128 pixels If you really need to, increase the canvas size after adding the planet.
THE MAXIMUM SIZE IS 128x128, BUT TRY TO AVOID MAKING IT THAT BIG
Maximum Planet Size 128x
6. Declare. Declare is "Getting in line" to post an update on the "universe". If you see a post that says "Declare" but doesn't have an update on the universe image yet, do not post until you see the image in that post or posted later by the same user. Then Post "Declare" and everyone should wait for you to finish before posting another update.
7.Do NOT Declare Stack past 2. Ever.
8. Planets can have moons, but only make moons if you are actually going to use them for something.
9. Shit like Warp Gates, Black Holes, Worm Holes, or Teleporter Orpheuses, are allowed, but you can't just start with them/make them in your second turn. You first need to research and discover that technology, then you have to build what you want, and you need a good reason for it.
10. Do not post a planet, then leave. This is NOT Create a Planet. This is Create a Planet and Invade Others. That means you have to stay and defend your planet. Or it will be destroyed.
11. Name Your Planet.
12. Do NOT cry and argue if your planet is destroyed. If it is destroyed, simply make another one, It Can even Be the Same Planet with a different name!
13. It is recommended you color code/number/differentiate between your similar looking ships to help combat confusion.
14. Always post a brief explanation of what happened in your update at the bottom or top of the image.
15. You are allowed to omit details in your explanation to maintain a stealth technique, but be kind and perhaps leave a clue.]16. Any P2P Message sent from planet to planet on this thread IS hackable. If you want an unhackable message, use the Private Message System Facepunch provides.
17. Don't make giant moves in a single turn. That is considered godmoding and if you do it your post will be ignored.
18. If, for any reason, you disagree with any of these rules, let me know your point and I'll consider changing it.
19.Planets shall have a space of 2 planets between each other, to prevent a clusterfuck.
20. A max limit of 5 small ships, 2 medium and 1 big with the option to trade a medium for two small or a big for two medium. Alternately if you have one type of ship you can have eight of those. (Other than things that cannot damage enemy ships. Like Construction Drones.) You may add 1 big, 2 medium, or 4 small after conquering and occupying another planet. A big ship can destroy a small ship in one turn but, depending on weapons systems and defenses, may not be able to destroy a medium ship in one, a big ship against a big ship should come down to a smaller group boarding it.
(Space Stations count, but they must be about as big as a normal planet, and should be built very slowly.)
21. If you use a terraformer/Planet creator ship to create planets, an 8 turn Occupation time must be set to allow for others to have the chance of contesting your occupation of the new planet.

I figured it has been a long time since the last Create a planet thread. Why not try again?

First turn:

The planet Trantimir warps into this sector of space. It is a war scarred planet at this point in its history, having fought the Race, the Aryans, and what is now referred to reverently as "The Tentacle".

Awesome, glad this is back.
I've already got a pretty cool planet to add to this, but I was thinking.
How about we make another star? If we have one more near the right bottom corner, people will be more spread out, and it wont become a clusterfuck that quickly. (Because face it, everyone wants to have a planet around the sun, even you!)

Also, the planet that i created has an asteroid belt, and is thus a bit wider than the 128x128 limit, is this alright?

Wasn't sure if you actually wanted me to move your planet to the new sun, so I didn't.

The planet Omni appears!

Omni has no sentient life, but does posses large amounts of natural resources. It is classed as an "earth" type planet.
An interesting feature is it's asteroid belt, which is uncommon for habitable planets. It also has two moons orbiting it.

Ilo is Omni's smallest moon. It has little to no natural resources, except for the native trees, which there are an abundance of. Ilo is a tropical planet.
Scans show that remnants of TPN have colonized this planet. They were driven away from their previous home-world by one of their greatest enemies, the Narxeminos.
What has happened to the home-world, other remnants or the artifact, is unknown.
The remnants do not posses enough resources to fuel their TYPE-9271A ships, and have thus been trying to reach Omni with more conventional means. So far they have not been successful.

Nek is Omni's largest moon. Scans have revealed very little so far, since Omni has been the primary focus of the remnants.
It is unknown if Nek is habitable, or if it has sentient life.
Nek possesses a moon of it's own. It has not been named yet.

Little is known about this planet, or its inhabitants. All that is known by the other factions' scientists is that it resembles the fabled planet "Earth", and is capable of sustaining life. It seems to be a newer planet, mostly likely home to more primitive life.

Can I propose a few new, simple rules. Nothing major, just balancing issues and such. Basically, each ship, depending on it's class, has various stats to choose from. (Actually, there are only two). These stats are firepower and armor. Armor decides how much damage a ship can take, while firepower is how much it deals out. Ideally, a fleet will use a mix of ships classes with different stats to make the best fleet. Let's see some examples:

[release] Spaceship Combat and Construction

Spaceship combat needs to be overhauled to balance it out, so I decided to try and fix it up. There are 4 classes of ship, each marked with their own stat variations:

Small
A small vessel is mainly any frigate or gunboat in your military. The vessel can be anywhere from 4*4 pixels to around 20*20 pixels (And NO larger).

Small ships are given few stats but are easier to build and are larger in number, meaning a fleet of many small ships could overwhelm one large ship. Here is an example of a small ship showing how ship creation works:
(This is an example of how big your ship can be at MAXIMUM)Small ship class total stats: 10 (This is the amount of points allotted to a small ship class for ALL small ship classes, meaning nobodies small ship can exceed this number in points, but can leave some points unused if your a suicidal maniac)Ship Firepower: 5 (This is how much damage a turn this ships deals out. A ship with 5 firepower [hereby represented by the letter FP] can destroy a ship with 5 armor or less in one hit. This ship is balanced, but that's not recommended for all ships)Ship Armor: 5 (This is basically the ships HP, hereby known as AP. Notice how both values combined equal out to 10, which is the total amount of points allowed.)Build Time: 1 turn (Build times represent how many turns it takes to build the vessel. These are completed in one of your turns. That means when you say you are building it, then another person makes their turn, the ship is ready on your next turn. This factors in all the other players turns as well, balancing the ship building. Build times for ship classes cannot be changed; they are always the same)Description: This will be were you add all the "fluff" for your ships, maybe listing reasons why it has the certain allocation of stats that you gave it.[/release]

Here is an example of a small ship from my newest line of ships:
[release]Total Points Allowed: 10Ship Firepower: 4 FPShip Armor: 6 APBuild Time: 1 TurnDescription: The Praetorian Class Frigate is the standard frigate for the C.H.E, the Coalition of Human Empires. It is a multi-task frigate capable of carrying 2,000 C.M.C (Coalition Marine Corps) personnel on top of it's 200 crew necessary to manage the vessel. It has storage space for well over 15,000 tonnes of cargo and doubles as a light attack vessel, though it's primarily used in essentially distracting much larger spacecraft and to absorb damage heading for the intended target, often a much larger an more important vessel. This is why the ship is often known as "Flying Cannon Fodder"[/release]

So that's how you make a new ship. You can have as many ship types as you want, as long as they go by those rules. The amount of ships you have will either be a set limit OR we can use a system based on resources, which adds complexity but gives more incentive to invade other planets. That, however, will be discussed later.

Anyways, the remaining 2 classes are very similar, but with larger available stat points.

Medium
The MAXIMUM size for a medium class ship is 60*30. This makes the ship more lengthy, as is tradition in most sci-fi spacey stuff.Total Points Allowed: 40Build Time 5 Turns Description: Medium sized vessels are mostly attack craft made for "ganging up" on larger vessels. They usually make up the bulk of you fleet, not in numbers but combined strength, as they are easier and less resource heavy to make than large vessels but are significantly stronger than small vessels.

Large
Large ships are the heavy hitters. They have a MAXIMUM of 100*50.Total Points Allowed: 75Build Time: 8 TurnsDescription: Large ships are meant to be the devastating but horribly inefficient part of your military. They are great for destroying smaller ships and, depending on how your stats are set up, good at destroying other large ships. However, they are resource heavy and take a long time to build, meaning one of them being destroyed can be devastating to your entire naval fleet.

Now, the last class is tricky. These are the "superweapons" or anything that otherwise doesn't fit in the other category because of certain variations that make them special. Though they use the same base as the other ships (with stats and whatnot) they have special abilities, often offset by certain ailments.

They should be no bigger than 120*60 pixels.Total Allowed Points: 100Build Time: 14 Turns

So how do we decide what is overpowered or unfair? Simple, a community vote. If somebody thinks it's overpowered, then you have to scrap it and make a new one or adjust it.

So when you make a ship, use these guidelines.

I also want to add a few simple things to the rules list:
1. You CANNOT, under any circumstances, create new planets in your empire. You have to conquer others or colonize "free" planets (planets with no inhabitants. I'll place a few on my turn)

2. Conquering a planet takes time. Right now, it just takes two things:
A. A ship or ships must be in orbit over the planet you are conquering
B. It takes 15 turns to fully conquer a planet. Until then, you cannot gain resources from said planet. (Resources will be covered in the advanced rules. The advanced rules are entirely optional and we may make a new thread for them.)

3. You can only have a certain amount of ships. You can have a fleet of 300 points total.

4. Colonizing Planets takes 10 turns. Until then, no planetary addons can be built and no resources gained from the planet.

5. You MUST number your turns so we can keep track of how many turns it has been.

6. For certain modifiers to be applied, you need fleets. Fleets are nothing more than grouping of ships that move in tandem and can be upgraded with addons (see below). Just group ships together for them to be a fleet, nothing else is required.

7. Planets start with no ships. You have to research advanced space flight first. There are also addons that can be constructed to modify time limits and things. Check below for your tech tree.

That's it for now. I'll start writing the advanced rules later. These are just basic rules to balance ship building/combat to make things more fair in the game and avoid clusterfucks. And before you object, at least try using these rules.

And before I forget, if we are going to use research, I have a proposed tech tree:

Code:

Basic Space Flight Basic Ballistic Weaponry
I I
I I
I I
\ /
------------ Basic Ships construction -----------
1 Turn
Allows Construction of 1 Small Ship with 3 or less
Firepower and 3 or less Armor
I
I
Advanced Ship Construction
1 Turn
Allows Construction or Upgrade of 3 Small Ships
with full stat points
I
I
Fleet Construction
2 Turns
Allows Construction of Unlimited
Small Ships (Until Point Limit Is reached)
/ \
/ \
I I
I I
Ship to Ship Warfare Planetary Defense System
3 Turns 2 Turns
Allows Construction of 5 Medium Ships Allows Construction of Planetary Addon: Defense Platforms
I I
I I
Advanced Officer Training Advanced Invasion Training
3 Turns 3 Turns
Allows building of unlimited Medium Ships Allows Invading of Planets
Until Point Limit is Reached I
Allows Construction of Fleet Addon: Admiral I
I I
I I
Ship to Planet Warfare Infantry Weapons and Command Doctrines
5 Turns 4 Turns
Allows Construction of 2 Large Ships Allows Construction of Fleet Addon: Troop Carriers
I I
I I
I I
I I
Advanced Command Structure Atmospherics
5 Turns 4 Turns
Allows Construction of Unlimited Large Ships Allows Construction of Planetary Addon: Terraformer
Until Point Limit is Reached I
I I
I I
I I
Advanced Metallics Construction City Fortifications
4 Turns 5 Turns
Allows Construction of Fleet Addon: Multi-Layered Alloys Allows Construction of Planetary Addon: Planetary Defense Garrison
I I
I I
I I
Alternative Weapons Advanced Fleet Construction
5 Turns 7 Turns
Allows Construction of Fleet Addon: Special Weapons Allows Construction of Planetary Addon: Improved Shipyards
I I
I I
\ /
\ /
-------- Dark Energy Crystal Research --------------
15 Turns
Allows Construction of 1 Superweapon

Addons listed above are basically modifiers that you build. When you research a technology, it gives you that modifier. There are two types of modifiers: planets and fleet. Fleet addons are installed on a fleet (see rules) and planet addons are installed on your planets. When your fleet or planet has an addon, you have to put said modifiers icon below the modified fleet or planet. The icons are available below.
Here's the Addon ModifiersPlanetary Addon: Defense PlatformsRequires 2 Turns to buildModifiers: Instead of the standard 14 turns to conquer your planet, invaders now have to take 18 turns instead of 14, giving added time to build a small fleet and launch a counter offensive.

Fleet Addon: AdmiralRequires 2 Turns to BuildModifiers: With an admiral leading the fleet, it increases it's combat effectiveness. All medium ships get a +1 bonus to their FP.

Planetary Addon: TerraformerRequires 1 Turn to Build; Can Only be Built on ColoniesModifiers: Speeds up the construction of colonies, reducing them from 10 turns to 5 turns.

Planetary Addon: Planetary Defense ForceRequires 4 TurnsModifiers: Adds a stronger garrison with orbital defense cannons, meaning not only does the time for an invading force to capture your planet jump up to 20 turns, but it also causes -1 AP to small fleet ships, -2 for medium ships, and -4 for large ships, per turn.

Can I propose a few new, simple rules. Nothing major, just balancing issues and such. Basically, each ship, depending on it's class, has various stats to choose from. (Actually, there are only two). These stats are firepower and armor. Armor decides how much damage a ship can take, while firepower is how much it deals out. Ideally, a fleet will use a mix of ships classes with different stats to make the best fleet. Let's see some examples:

[release] Spaceship Combat and Construction

Spaceship combat needs to be overhauled to balance it out, so I decided to try and fix it up. There are 4 classes of ship, each marked with their own stat variations:

Small
A small vessel is mainly any frigate or gunboat in your military. The vessel can be anywhere from 4*4 pixels to around 20*20 pixels (And NO larger).

Small ships are given few stats but are easier to build and are larger in number, meaning a fleet of many small ships could overwhelm one large ship. Here is an example of a small ship showing how ship creation works:
(This is an example of how big your ship can be at MAXIMUM)Small ship class total stats: 10 (This is the amount of points allotted to a small ship class for ALL small ship classes, meaning nobodies small ship can exceed this number in points, but can leave some points unused if your a suicidal maniac)Ship Firepower: 5 (This is how much damage a turn this ships deals out. A ship with 5 firepower [hereby represented by the letter FP] can destroy a ship with 5 armor or less in one hit. This ship is balanced, but that's not recommended for all ships)Ship Armor: 5 (This is basically the ships HP, hereby known as AP. Notice how both values combined equal out to 10, which is the total amount of points allowed.)Build Time: 1 turn (Build times represent how many turns it takes to build the vessel. These are completed in one of your turns. That means when you say you are building it, then another person makes their turn, the ship is ready on your next turn. This factors in all the other players turns as well, balancing the ship building. Build times for ship classes cannot be changed; they are always the same)Description: This will be were you add all the "fluff" for your ships, maybe listing reasons why it has the certain allocation of stats that you gave it.[/release]

Here is an example of a small ship from my newest line of ships:
[release]Total Points Allowed: 10Ship Firepower: 4 FPShip Armor: 6 APBuild Time: 1 TurnDescription: The Praetorian Class Frigate is the standard frigate for the C.H.E, the Coalition of Human Empires. It is a multi-task frigate capable of carrying 2,000 C.M.C (Coalition Marine Corps) personnel on top of it's 200 crew necessary to manage the vessel. It has storage space for well over 15,000 tonnes of cargo and doubles as a light attack vessel, though it's primarily used in essentially distracting much larger spacecraft and to absorb damage heading for the intended target, often a much larger an more important vessel. This is why the ship is often known as "Flying Cannon Fodder"[/release]

So that's how you make a new ship. You can have as many ship types as you want, as long as they go by those rules. The amount of ships you have will either be a set limit OR we can use a system based on resources, which adds complexity but gives more incentive to invade other planets. That, however, will be discussed later.

Anyways, the remaining 2 classes are very similar, but with larger available stat points.

Medium
The MAXIMUM size for a medium class ship is 60*30. This makes the ship more lengthy, as is tradition in most sci-fi spacey stuff.Total Points Allowed: 40Build Time 5 Turns Description: Medium sized vessels are mostly attack craft made for "ganging up" on larger vessels. They usually make up the bulk of you fleet, not in numbers but combined strength, as they are easier and less resource heavy to make than large vessels but are significantly stronger than small vessels.

Large
Large ships are the heavy hitters. They have a MAXIMUM of 100*50.Total Points Allowed: 75Build Time: 8 TurnsDescription: Large ships are meant to be the devastating but horribly inefficient part of your military. They are great for destroying smaller ships and, depending on how your stats are set up, good at destroying other large ships. However, they are resource heavy and take a long time to build, meaning one of them being destroyed can be devastating to your entire naval fleet.

Now, the last class is tricky. These are the "superweapons" or anything that otherwise doesn't fit in the other category because of certain variations that make them special. Though they use the same base as the other ships (with stats and whatnot) they have special abilities, often offset by certain ailments.

They should be no bigger than 120*60 pixels.Total Allowed Points: 100Build Time: 14 Turns

So how do we decide what is overpowered or unfair? Simple, a community vote. If somebody thinks it's overpowered, then you have to scrap it and make a new one or adjust it.

So when you make a ship, use these guidelines.

I also want to add a few simple things to the rules list:
1. You CANNOT, under any circumstances, create new planets in your empire. You have to conquer others or colonize "free" planets (planets with no inhabitants. I'll place a few on my turn)

2. Conquering a planet takes time. Right now, it just takes two things:
A. A ship or ships must be in orbit over the planet you are conquering
B. It takes 15 turns to fully conquer a planet. Until then, you cannot gain resources from said planet. (Resources will be covered in the advanced rules. The advanced rules are entirely optional and we may make a new thread for them.)

3. You can only have a certain amount of ships. You can have a fleet of 300 points total.

4. Colonizing Planets takes 10 turns. Until then, no planetary addons can be built and no resources gained from the planet.

5. You MUST number your turns so we can keep track of how many turns it has been.

6. For certain modifiers to be applied, you need fleets. Fleets are nothing more than grouping of ships that move in tandem and can be upgraded with addons (see below). Just group ships together for them to be a fleet, nothing else is required.

7. Planets start with no ships. You have to research advanced space flight first. There are also addons that can be constructed to modify time limits and things. Check below for your tech tree.

That's it for now. I'll start writing the advanced rules later. These are just basic rules to balance ship building/combat to make things more fair in the game and avoid clusterfucks. And before you object, at least try using these rules.

And before I forget, if we are going to use research, I have a proposed tech tree:

Code:

Basic Space Flight Basic Ballistic Weaponry
I I
I I
I I
\ /
------------ Basic Ships construction -----------
1 Turn
Allows Construction of 1 Small Ship with 3 or less
Firepower and 3 or less Armor
I
I
Advanced Ship Construction
1 Turn
Allows Construction or Upgrade of 3 Small Ships
with full stat points
I
I
Fleet Construction
2 Turns
Allows Construction of Unlimited
Small Ships (Until Point Limit Is reached)
/ \
/ \
I I
I I
Ship to Ship Warfare Planetary Defense System
3 Turns 2 Turns
Allows Construction of 5 Medium Ships Allows Construction of Planetary Addon: Defense Platforms
I I
I I
Advanced Officer Training Advanced Invasion Training
3 Turns 3 Turns
Allows building of unlimited Medium Ships Allows Invading of Planets
Until Point Limit is Reached I
Allows Construction of Fleet Addon: Admiral I
I I
I I
Ship to Planet Warfare Infantry Weapons and Command Doctrines
5 Turns 4 Turns
Allows Construction of 2 Large Ships Allows Construction of Fleet Addon: Troop Carriers
I I
I I
I I
I I
Advanced Command Structure Atmospherics
5 Turns 4 Turns
Allows Construction of Unlimited Large Ships Allows Construction of Planetary Addon: Terraformer
Until Point Limit is Reached I
I I
I I
I I
Advanced Metallics Construction City Fortifications
4 Turns 5 Turns
Allows Construction of Fleet Addon: Multi-Layered Alloys Allows Construction of Planetary Addon: Planetary Defense Garrison
I I
I I
I I
Alternative Weapons Advanced Fleet Construction
5 Turns 7 Turns
Allows Construction of Fleet Addon: Special Weapons Allows Construction of Planetary Addon: Improved Shipyards
I I
I I
\ /
\ /
-------- Dark Energy Crystal Research --------------
15 Turns
Allows Construction of 1 Superweapon

Addons listed above are basically modifiers that you build. When you research a technology, it gives you that modifier. There are two types of modifiers: planets and fleet. Fleet addons are installed on a fleet (see rules) and planet addons are installed on your planets. When your fleet or planet has an addon, you have to put said modifiers icon below the modified fleet or planet. The icons are available below.
Here's the Addon ModifiersPlanetary Addon: Defense PlatformsRequires 2 Turns to buildModifiers: Instead of the standard 14 turns to conquer your planet, invaders now have to take 18 turns instead of 14, giving added time to build a small fleet and launch a counter offensive.

Fleet Addon: AdmiralRequires 2 Turns to BuildModifiers: With an admiral leading the fleet, it increases it's combat effectiveness. All medium ships get a +1 bonus to their FP.

Planetary Addon: TerraformerRequires 1 Turn to Build; Can Only be Built on ColoniesModifiers: Speeds up the construction of colonies, reducing them from 10 turns to 5 turns.

Planetary Addon: Planetary Defense ForceRequires 4 TurnsModifiers: Adds a stronger garrison with orbital defense cannons, meaning not only does the time for an invading force to capture your planet jump up to 20 turns, but it also causes -1 AP to small fleet ships, -2 for medium ships, and -4 for large ships, per turn.

Some questions though:
1) Concerning planetary defense platforms, will they also defend moons? Take Omni per example, it would be quite stressful if i would have to make defenses for all of my moons as well.

2) As of now, there are no reasons to conquer other planets in your rules, but I assume you just forgot.

3) I'm concerned about the amount of turns you described, since there's actually no-one/just me, milk and face playing. Maybe we should implement it once we have more people?

4) You might want to implement a rule on the number of ships one ship can engage, since we don't want one big ship using it's powerful cannon to destroy 5 meds in one turn,

Declare.

Some primitive spacecraft start the transporting of goods from Omni to Ilo, vice versa.

The Necron Tomb World of Varaiyah appears in close proximity to one of the Star System's stars.

Background: (This army takes ship designs, weaponry, and lore from the Warhammer 40,000 universe. This particular army is based off of the army that I play in the tabletop game)

Necrons are a race of soulless, immortal robots that mock the human skeleton and are hell-bent on eradicating all life. 6 million years ago, they ruled the galaxy yet suffered heavy losses from an ancient war, and went into a long sleep, hoping to reawaken to a future with better opportunities to retake the galaxy.

Varaiyah is a Tomb World that houses millions of Necron forces, currently inactive, but they will awaken quite soon. The planet-scape itself is a barren desert with no water or plant life. However, underground there is a slew of rare ores, minerals, and other materials to be mined, as well as the network of Necron structures and tombs that house the Necron forces beneath the planet's surface.

(Note: All Necron Technology is ancient, so technically no research needs to be done. Obviously, this is pretty unbalanced, and rather than research, I will utilize the same turn system/research time as others to prevent unfair play. This will perhaps be done through teleportation that takes multiple turns to transpire, and larger ships will not be deployed until much later in the game.)

So, I'll start adding more planets soon. I couldn't get them all done yet.

So the planet Darys is a planet in the Coalition of Human Governments formed nigh 5 millennium ago. It has a temperate climate, with mild winters and warm, dry summers. The planet is home to several major cities formed from the first colonies present.

The Coalition settled on this planet in search of their lost technology bank, holding the secrets to their long forgotten dark crystal technology. Though the search is still unsuccessful, the colony still manages to prove some worth through resources and manpower.

The Coalition of Human Governments was formed at the end of the crystal wars when the Centrum Universa was built to house and research the dark energy crystals that millions fought and died for. The Coalition has since been stuck in costly wars with it's embittered foes, mostly alien races that were neglected by the large human empires. In a terrible incident, the Centrum Universa was engulfed by a massive entity of unknown origin and make. Some believed it a portal, others thought it some terrible new form of black hole, and some worshiped it as a god made of the energy of the stars. Regardless of what it truthfully was, the loss it forever left on the Coalition is still felt to this day. Since then, the Coalition if fighting many bloody wars across the universe. Their population is in the hundreds of trillions, most colonies being a mere footnote in it's true might. The Coalition is a fascist, authoritarian government with totalitarian ideals. It conscripts billions into it's armies and workforce each day, as serving the government is considered a right of passage to their society, while many who do not serve government duty live poor and in constant fear of death. The government was once kinder, but wars and circumstances pushed it to the brink, and the government decided it needed more power and control if it was to succeed. However, this tiny planet has recently lost all contact to the Coalition. No merchant ships have come by and no messages were sent, and no tax collectors or officers gathering the latest round of conscripts have yet come around.

So now this tiny world must start again from square one. They decide to reverse-engineer the remaining spacecraft on the planet in an effort to build a fleet and discover the fate of the Coalition.

Description of recent events:The government quickly snaps into action, gathering conscripts and volunteers and putting them in factories. They take their best scientist and begin reverse-engineering their small freighters from the ground up in an effort to explore space. Meanwhile, they begin broadcasting messages, reading:

Code:

Hello? This is planet Darys of the Coalition. We have lost contact with Coalition forces and are in need of assistance. Please, if you know the whereabouts of any Coalition vessels or are a member of the Coalition yourself, please respond immediatly. Direct your message to Sector C of the Star System Jx-198 at N.192730, W.182-1732

Cartesia, an extremely hostile, world - home to a toxic atmosphere unable to support human life. The planet contains few extremely dense industrial cities, so large that they are visible from space - the majority of the planet however is unexplored, unchartered and unpopulated.

Massive trenches are sprawled across the world, and reach hundreds of miles deep - most of these contain smaller settlements as the atmosphere in the trenches seems more bearable. The planet gives off a strange purple glow, which seems to be eminating from the surface of the planet, this could indicate a strange new radiation or perhaps something else - it is unclear at this time.

The "Gito's" as they call themselves, begin research on basic space flight.

Trantimir also begins construction of a large generator to keep the MAC cannons running from a remote location if the power generators in orbit with the MACs are taken out. Time of completion is three turns.

Alright, two things before I make my pictureless declare. First off, Mr. Face, post up the stats for them there ships. Actually, scratch that, you shouldn't be building any fleets right now anyways. You haven't researched any of those techs yet! And no, you cannot start with pre-existing techs, that just fucks up balance terribly.

And please start numbering your turns, kind of like I did, just so it's easier to keep track of how much time has passed. And yes, you should probably add the turn # on pictureless declares too please.

Current Research: Basic Ballistic WeaponryDescription of Current Events: Success! We have managed to reverse engineer our freighters and are close to building our first spaceship! However, we still need weapons on the damn thing! Now I suppose we have to start from these old documents and blueprints here and try to figure this out.

We also continue broadcasting our message, for those who care to listen.

Also, since you guys always post when I'm asleep, and no-one posts I when can post, would it be okay with you guys that stuff like research etc. gets done a little quicker for me, at-least until people start posting more?

Alright, two things before I make my pictureless declare. First off, Mr. Face, post up the stats for them there ships. Actually, scratch that, you shouldn't be building any fleets right now anyways. You haven't researched any of those techs yet! And no, you cannot start with pre-existing techs, that just fucks up balance terribly.

And please start numbering your turns, kind of like I did, just so it's easier to keep track of how much time has passed. And yes, you should probably add the turn # on pictureless declares too please.

Current Research: Basic Ballistic WeaponryDescription of Current Events: Success! We have managed to reverse engineer our freighters and are close to building our first spaceship! However, we still need weapons on the damn thing! Now I suppose we have to start from these old documents and blueprints here and try to figure this out.

We also continue broadcasting our message, for those who care to listen.

So what you're saying is that my entire planet was sent back into pre-space times.

How about no. It's not like I intend to obliterate anything and everything in my path.

So what you're saying is that my entire planet was sent back into pre-space times.

How about no. It's not like I intend to obliterate anything and everything in my path.

I agree, and as for my own ships, my planet was also in possesion of advanced spaceship technology, they're just stranded for now, since they're missing the element required to power their engines.

I think this is a fair list of things a space-age empire should already have. They would still need to research it in the normal order, but then obviously skipping the ones they already have. (Per example, no researching unlimited heavies until you've researched unlimited meds)

A small ship, with the purpose of making alliances in this solar system, is made.

Total Points Allowed: 10Ship Firepower: 6 FPShip Armor: 4 APBuild Time: 1 TurnDescription: The TYPE-1284, otherwise known as "The bumblebee", is a small frigate that certainly lives up to it's name. It has a large forward mounted cannon, is lightly armored, and is very fast. Like all TPN ships, they now use advanced cloaking devices, since Rift-space tech might have been discovered by their enemies.

Another small ship will be made in one turn.
Advanced officer training will be completed in three turns.

My planet, is of course set in the damned Classic Antiquity, and won't be in the modern age for about.... 25-30 turns, if it lasts that long. Feel free guys to influence the cultures of my planet by mysteriously fucking with people and then never appearing again so nobody believes that the person saw you.

P.S.

Please be a decent people and don't conquest my planet while it's still developing (Although like I said, feel free to send recon thingies there and stuff to gather data about it.

P.S.S. The Faction to most positively influence the Planet's cultures will, once the dominant Faction/culture/empire/republic on the planet gains space capabilities, and discovers the rest of these spacy factions, will most likely side with that faction which influenced it best.

My planet, is of course set in the damned Classic Antiquity, and won't be in the modern age for about.... 25-30 turns, if it lasts that long. Feel free guys to influence the cultures of my planet by mysteriously fucking with people and then never appearing again so nobody believes that the person saw you.

P.S.

Please be a decent people and don't conquest my planet while it's still developing (Although like I said, feel free to send recon thingies there and stuff to gather data about it.

P.S.S. The Faction to most positively influence the Planet's cultures will, once the dominant Faction/culture/empire/republic on the planet gains space capabilities, and discovers the rest of these spacy factions, will most likely side with that faction which influenced it best.

A Medium Sized Wormhole opens out in empty space, an unknown Space Station comes hurtling through. Due to the wrong co-ordinates the Station hurtles into a small Asteroid and smashes into bits, creating a dense debris field. Hundreds of tiny Escape Pods were sent out right before the impact and are now docking with the various bits of the station in attempts to repair them. A distress signal was sent out right before the impact and will reach Trantimir, Cartesia and Darys in [Bold] ONE TURN [/Bold]

[Note : Sorry if this is complete shit, its my first time doing this kind of thing.]

A Medium Sized Wormhole opens out in empty space, an unknown Space Station comes hurtling through. Due to the wrong co-ordinates the Station hurtles into a small Asteroid and smashes into bits, creating a dense debris field. Hundreds of tiny Escape Pods were sent out right before the impact and are now docking with the various bits of the station in attempts to repair them. A distress signal was sent out right before the impact and will reach Trantimir, Cartesia and Darys in [Bold] ONE TURN [/Bold]

[Note : Sorry if this is complete shit, its my first time doing this kind of thing.]

A small 'Gito' scout ship is built, and basic space flight has been researched - aswell as basic ship's construction. Now in research is advanced ship construction, which will allow for the upgrade of the Gito scout ship.

Ship Firepower: 3Ship Armor: 3Build Time: 1 turnDescription: One of the Gito empires first forays into space travel, the Gito scout ship has no special name or function - and is extremely basic. It posseses small flak cannons across the top and 1 missile pod at the front, proving extremely inefficient in combat - the armor of the ship is also extremely thin, and accidents with in-ship explosions often lead these ships to their dooms. They are meant as scout ships and nothing more, as the Gito have yet to research any combat.

The scout ship then sends 3 exploration pods from the main shuttle to hit the moon and hopefully build a colony. Another scout ship is also in construction.

The newly finished bumblebee heads to the newly discovered purple planet.
It's scanner tell it it the planet's atmosphere is poisonous to TPN's species.

It contacts the other ship:
[release]Greetings! We are representatives of the TPN. We have come here to promote trade and peaceful alliances. We hope you accept the gift we have brought with us.[/release]

(The gift contains some "basic" ballistic weapons and weapon designs, amongst other things, such as raw minerals and credits.)

Meanwhile, the other ship arrives at the SS13 Debris field. It recovers (some of) the life pods, and CSP-24 uses the com-systems to speak to the survivors:
[release]Greetings survivors! We, the personnel of this ship, would like to identify ourselves. We are the TPN, we promote trade and peaceful alliances across the galaxy. We noticed this... Debris field, when we were on our way to meet our allies. We will keep you on this ship for the time being, until a suitable place has been found for you. Please give us as much information on you, and how you got here. You may speak to the nearest sergeant on duty for any necessary supplies. Thank you for your co-operation.[/release]

Events:
Advanced officer training complete!
Two new small ships are being built, they will be done in 2 turns
Two medium ships are being built, they will be done in 5 turns.
A large ship is being built, it will be done in 8 turns.
Planetary defense system is being researched, it will be done in 2 turns,
Advanced command structure is being researched. It will be done in 5 turns
A secret project being constructed, time will tell when it is completed.

"Hello there, we are the 'Gitos' that inhabit this godforsaken hell hole - and we will happily accept your gift of peace and trade, we will start trading once some trading vessels have been built - as at the moment we do not have much capacity...

By the way, RagamuffinIIIII, we can make the trade routes in three ways.
1) The easy way. We state that in a few posts our trade ships will be en route to each other, and then just implement the same kind of transport route i have at my planet.

2) The more time-consuming way. I make a station halfway our planets, above the sun-ish, and we both implement our own trade routes. (Different style ships etc.)

3) The hard way. We both make actual ships go to each others planets every few turns, of course, this will be quite annoying to do every time.

Three Necron Shroud Light Cruisers materialize in Varaiyah's orbit, they have orders to scout out the surrounding system. While they are not currently ordered to attack, it is advised that other factions avoid interaction with them.

Necron Shrould Light Cruisers:
Ship Firepower: 5
Ship Armor: 5
Build Time: 1 turn
The standard "scout" ship of the Necron army. It carries Necron gauss weaponry and it possesses the resilience that most Necron vehicles have due to their "Living Metal".

Advancements:

Noticing the amount of living enemies, the Overlord orders the teleportation preparations for larger ships to be issued. (Ship to Ship Warfare- 5 turns)
Overlord also orders the activation of the Varaiyah's defense systems. (Planetary Defense System- 2 turns)

By the way, RagamuffinIIIII, we can make the trade routes in three ways.
1) The easy way. We state that in a few posts our trade ships will be en route to each other, and then just implement the same kind of transport route i have at my planet.

2) The more time-consuming way. I make a station halfway our planets, above the sun-ish, and we both implement our own trade routes. (Different style ships etc.)

3) The hard way. We both make actual ships go to each others planets every few turns, of course, this will be quite annoying to do every time.

Number 2 sounds good, also gives people a chance to intercept trade routes if they really felt like it which adds a little bit of tactics I guess.